These snapshots can be interpolated between during play through a set of per-parameter transition curves. Snapshots of mixer state (on all parameters) can be created for AudioMixers.The attenuation of an AudioGroup can be applied at any point in the AudioGroup (allowing pre and post fader effects).Audio "Sends" and "Receives" can be inserted anywhere into the signal chain of an AudioGroup.The audio output of one AudioMixer can be routed into any AudioGroup of any other AudioMixer, allowing complex re-configurable Audio processing.Allow AudioSources to route their signal into any AudioMixer.VU meters for the outputs of all AudioGroup and at attenuation points within the AudioGroup.Mix and master all audio within Unity by tweaking all parameters during edit mode and play mode.Use the Audio Mixer window to create complex mixing hierarchies and effect processing chains.Added a new AudioMixer asset type! Create one or more AudioMixers in a project.You can now get Animator root motion velocity and angular velocity with animator.velocity and animator.angularVelocity.Choose between Linear Velocity Blending or Linear Position Blending in Animator with animator.linearVelocityBlending.Root Motion Speed and Angular Speed now blend linearly in Blend Trees, Transition or Layers.Advanced feature for users requiring linear speed interpolation during blending.By default it is writing default value when a property stops to be evaluated.Keep last evaluated value when a property stops to be animated.AnimationEvents are now fully editable at runtime, see AnimationClip.events to query, add and delete them at runtime.The camera can also frame on the previewed Object with shortcut F and frame on the cursor position with shortcut G.Camera can now Pan, Orbit and Scale with the same control than the scene viewer.IK Hint for knees and elbows (Character by Mixamo) Added Animator Gizmo that show up upon selection: you can see the mass center, avatar root and the pivot.Also possible to be interrupted by transitions independently of their order by disabling "ordered interruption" setting on transitions.You can now decide if a transition is interrupted by transitions in the source state, the destination state or both. Replaces the Atomic setting on transitions.Can convert animation on the parent transform into Root Motion (Delta Animation).New type of blend tree to control the weight of each child independently.Added API for Avatar, Motion Nodes, Events and Curve in the Model Importer.Allows to create and edit, in Editor, all types of Mecanim assets ( Controllers, StateMachines, BlendTree etc.).Entry and Exit nodes define how the StateMachine behaves upon entering and exiting.Can now add higher level transitions from StateMachine to StateMachine.This function return the first StateMachineBehaviour that match type T Available callbacks are : OnStateEnter, OnStateExit, OnStateUpdate, OnStateMove, OnStateIK, OnStateMachineEnter and OnStateMachineExit.StateMachineBehaviours is a new MonoBehaviour-like Component that can be added to a StateMachine state to attach callbacks.AAR files can now be used as a replacement for Android Library Project folders. OffMeshLink - removed restriction on tile span - previously connected only up to neighbouring tiles.NavMeshPath and NavMeshAgent paths removed 256 polygon limit.NavMesh tile count limit lifted from 216 to 228.NavMesh obstacle rotation is take into account when carving and avoiding.Made Height Mesh query more resilient to small holes in input geometry.Increased the height range of NavMesh baking (can build meshes for taller scenes).Improved navmesh point location/mapping when height mesh is used.Note that this will change how off-mesh links placement on existing scenes. Improved automatic Off-Mesh Link collision detection accuracy.NavMeshObstacle supports two basic shapes - cylinder and box for both carving and avoidance.Improved inspectors and debug visualizations ![]() Added visualisation on how NavMesh bake settings relate to each other.Added carve hull debug visualisation for NavMeshObstacles.Reorganized parameters NavMeshAgent inspector.NavMesh Areas inspector (previously NavMesh Layers) got a facelift.Improved inspectors and debug visualizations:.Path replanning in presence of many carving obstacles is faster and more accurate.HeightMeshes bake faster, work faster at runtime, and use ~35% less memory.Performance improvements for multi-threaded NavMeshAgent updates.NavMesh data for non-carved regions takes ~2x less memory now. ![]()
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